Monthly Archives: September 2016

Does RMT Have a Place in MMOs?

RMT. Real money trading. The nasty three letter acronym associated with gold farming, pay to win, and bots. It’s existed in MMOs for the better part of two decades, back when Ultima Online gold traded at higher exchange rates (200 gold to $1 USD) than the Italian Lira, Hungarian Forint, Indonesian Rupiah, Vietnamese Dong, Colombian Peso, and several other real world countries (250 to 14,000 units to $1 USD). This was in era where all real money trading took place on eBay (sometimes facilitated by company employees), before more specialized shops opened their doors.

ultima online gold pile

People will kill to become a Colombian millionaire.

Eventually, massive inflation sets in because wolves somehow drop coins and MMORPG NPCs print money on demand to buy player trash. Money sinks like repair costs and auction house taxes never offset the constant printing of game currency. Even the loss of capital when ships blow up on Eve Online can’t compete with the universe’s infinite resources. The effects of MMO currency inflation on RMT is as multifaceted as it is unclear. The obvious impact is the increased cost of goods. This drives players with more real world money, less time, or both, to seek out-of-game methods to acquire in game currency. And where there is demand, there is supply.

MMO RMT carries a host of problems. The chief issue being the devaluation of the most active players’ time. What’s the point of grinding for hours on end when top gear can be purchased for a day’s paycheck? Diminishing the reasons to actually play the MMO is a major negative for anti-RMT folks.

At some point it’s too lucrative of a money making proposition to pass up. In 2005, over 100,000 people in China reported working as full time gold farmers (“gold” acting as a moniker for all virtual MMO currency). These “players” contribute nothing meaningful to the game, mindlessly killing creatures for loot. At it’s worst, gold farming creates violations of human rights. To increase efficiency, gold sellers use bots to generate even more gold. This unnatural crowding of high end areas pushes real players out. Even if players can avoid the bot infestation, constant channel spam for “BUY GOLD $5=5000G WWW.CASH4GOLDMMOSTYLEYO.COM” ruins actual human communication. People need to be able to gripe publicly without fear of the bot takeover. The effect of the supply side absolutely damages the average player’s experience. That doesn’t even take into account the ethics of gold buying.

wow mmo rmt chart

Inflation occurs quickly.

MMORPGs are first and foremost games. It’s even part of the acronym! Real money trading is essentially cheating. Imagine playing a board game with friends. You offer to take another player out for the price of $5. They accept and cruise to victory. What’s the point in playing when money will decide the outcome? More topically now that the NFL season has begun, imagine paying $5 to a fantasy football leaguemate for Antonio Brown. That’s a big change that affects the fair competition of the entire league. At the same time, these examples ignore a major difference between MMORPGs and other games. MMORPGs are also virtual worlds with real economies and thus, inherently valuable currency.

In the cheating examples, the time commitment for those games is significantly less than in top MMOs. You also play to win, which is rarely part of MMORPGs, despite the oft-used “pay to win” label. Competition of a sort still exists, but ultimately time dictates who sees the greatest success. When top guilds in World of Warcraft spend a full time job’s worth of hours raiding, it’s pretty obvious that not everyone can compete. Here, money is the great equalizer. After all, time = money. Does that justify real money trading? I think it’s at least a fair argument.

As evidenced by just how many RMT stores exist, a significant number of players obviously agree. It may not be fair that players can use real money to purchase virtual goods. It’s also not fair that players have more time than others. This is what happens when progression is based on primarily on time rather than skill. Players don’t really improve at MMORPGs, they just dedicate more time. The only way to advance is to play more, and that’s simply not an option for many people. How else can these individuals keep up with top players except to turn to RMT? Admittedly, some are also the cheater types who will do anything to get an unfair edge. They’re not looking to just level the playing field, but to beat out everyone else at whatever cost. RMT doesn’t change that. There’s always hacks, exploits, and bots for cheating.

Let’s take away the negative indirect affects of RMT: gold farming, chat spamming, increased customer service expenses, and bots. If we could do away with those, is the time = money defense a good enough reason to support RMT? I can see both sides. It is cheating, but it’s not like all players are playing by the same rules anyway. Putting more time into an MMORPG is like getting more moves in a board game. I think it’s up to MMORPG developers to design a game that limits the appeal and usage of RMT.

guild wars 2 gem rmt chart

Even though World of Warcraft is rampant with gold sellers, I feel it’s designed well enough to limit RMT. The best gear must be earned in challenging raid environments and cannot be traded. The items people can buy with gold minimally impact other players. I’m not going to fault someone for spending $10 to buy a mount instead of hours of mindless grinding. Guild Wars 2 launched with the mantra end game gear should be easily attainable. Real money trading mainly leads to cosmetics in Guild Wars 2. I’m good with that. They also implemented their own developer-run RMT shop, which drastically cuts down on RMT’s outright negative ramifications. Horizontal progression may lessen the need for RMT given that there’s little to vertically separate players.

Virtual currency will always have real world value. MMORPGs will always require time to advance. Real money trading will always exist because of these perpetuities. I do not dislike RMT inherently, but don’t enjoy the environment it creates. I doubt even active real money traders do. Still, I think it has a place to eliminate tediousness. It just takes foresight to build an MMORPG with RMT and it’s effects in mind. After all, we’ve come a long way from buying gold in Ultima Online.

Alarak and Mist Opportunities Shake up StarCraft II’s Co-op

StarCraft II’s co-op mode has become something of a sleeper hit after its release with the Legacy of the Void expansion last autumn. Despite minimal attention from gaming media, it’s developed a thriving community of players and is now at least as popular as StarCraft II’s famed PvP.

The home screen for Alarak's release in StarCraft 2

SC2’s co-op got some major shake-ups this month with the addition of a new playable commander, fan favorite Alarak, and a new map, Mist Opportunities, in the 3.6 patch.

Sometimes, it’s nice to take a break from MMOs. Being an avid co-op player myself, I was eager to get my hands on these new updates.


The Tal’darim leader Alarak became an instant fan favorite when he was first introduced in the Legacy of the Void campaign. A lot of this can be attributed to John de Lancie’s excellent voice-overs, which elevate smugness and contempt to a fine art. Now Alarak has joined co-op mode as the fourth Protoss commander, and the first non-Zerg commander to take the battlefield as a hero unit.

Alarak is a bit different from the previous co-op heroes, though. For one thing, he doesn’t have energy. His abilities are limited only by their cooldowns.

As for the abilities themselves, he has a charge attack that deals a large burst of damage to a single target, and a large column AoE that deals moderate damage and knocks enemies back a short distance. A tricky but very fun advanced tactic is to charge behind enemy lines and then use his knockback to push the opposing forces into the waiting arms of your army.

At level five, he unlocks a third ability with a much longer cooldown, Empower Me. This temporarily increases his stats based on the number of friendly units near him, and it can stack to some pretty insane levels. 600% increased ability damage is nice to have, let me tell you.

The new Alarak commander in StarCraft 2's co-op

He also has relatively low health for a hero unit. Instead of a high health pool, he sustains himself by harvesting the life of other units. As in the campaign, killing enemy units will restore some of his health and shields, but when his health reaches zero, he’ll turn on his own units, sacrificing them to restore his own life.

This is obviously very much a double-edged sword. On the plus side, Alarak is completely impossible to kill as long as he has some units nearby — your ally’s units will not be sacrificed, however, so keep that in mind. He will always be the last one standing.

The downside is that if you’re not careful Alarak can end up tearing through your army faster than the enemy. The only control you have over this, aside from not risking Alarak unnecessarily, is to ensure you keep a strong stable of supplicants.

Supplicants are Alarak’s replacement for zealots. They’re ranged, can only attack ground, and spawn in pairs, like zerglings. They’re actually pretty weak, with minimal damage, but they’re crucial for one reason: They will always be the first unit sacrificed to restore Alarak’s health.

It is therefore crucial to keep a decent number of supplicants in your army at all times to prevent Alarak from sacrificing more valuable units.

Alarak’s other core gateway units are the slayer, a stalker variant, and the havoc. Havocs deal no damage on their own, but they offer powerful buffs to nearby units. They’re also detectors, which gives Alarak some of the easiest access to mobile detection in the game. At level eight, he unlocks ascendants, a powerful offensive spell caster that can sacrifice supplicants to restore their energy and continue casting.

The Alarak commander in StarCraft 2's co-op

A lot of Alarak strategies will hinge on robotics facility units, especially at lower levels. The vanguard is an AoE attacker that can be upgraded to do bonus damage to armored units, and the wrathwalker is a colossus variant that deals massive single target damage. Unlike in the campaign, the wrathwalker must be upgraded to attack air units.

Finally, the war prism is a warp prism variant that can also attack at range. You’ll need to keep a few of them handy at any given time to warp in reinforcements in the field.

Alarak has no permanent air units aside from the war prism. At level ten, he unlocks the ability to call down the Death Fleet, a squad of elite Tal’darim air units. But this has a short duration and a cooldown.

In case it isn’t clear by now, Alarak is a commander defined by great strengths, but also severe drawbacks. Between his charge attack and the burst provided by wrathwalkers and ascendants, he can demolish high priority targets like hybrids and capitol ships with astonishing swiftness, but his lack of air units or strong counters to mass enemy air can be problematic.

He’s also held back by a lack of map presence or support abilities. Many commanders have strong options to assist their allies, even when their army isn’t physically present, but Alarak’s only option is his Structure Overcharge calldown, which grants a temporary attack to any friendly building. It’s a powerful tool, but you need buildings in the area to use it, so its applications are pretty limited.

Alarak also requires a lot of micro compared to other commanders. I’d even go so far as to say he probably has the highest skill cap of any current commander. You’ll need to constantly babysit Alarak himself, and you’ll need to make sure your wrathwalkers are not wasting shots on irrelevant targets or else spamming your ascendants’ spells, and you’ll need to manage your war prisms so you can warp in reinforcements… Add to that the usual economic management and strategic decision-making that are part and parcel of the StarCraft experience, and you have an almost overwhelming amount to do.

The new Alarak commander in StarCraft 2's co-op

For my part, I’ve been enjoying Alarak, but not as much as I’d hoped to. He’s an interesting commander — definitely unique — but he takes a lot of work, and while he can be quite competitive with other commanders, his power level doesn’t always feel high enough to justify all the disadvantages he has to cope with.

I’m also a little disappointed to see yet another Protoss commander so soon. Protoss now has four commanders to Zerg’s three, and Terrans’ two. Even as a mainly Protoss player myself, that doesn’t sit right with me.

Overall, Alarak is worth the price of admission, but keep your expectations managed.

Terrazine is a hell of a drug:

Alongside the new commander, 3.6 also included a new co-op map. Taking inspiration from Wings of Liberty’s Welcome to the Jungle mission, Mist Opportunities sends players back to the planet Bel’shir to once again collect terrazine gas, but with a twist.

Mist Opportunities showcases Egon Stetmann, the adorkable scientist first encountered in the Wings of Liberty campaign. After years spent alone doing research on Bel’shir and long-term exposure to terrazine, he’s… not himself.

Players must assist Stetmann by helping him harvest more terrazine to fuel his “research.” Periodically throughout the mission Stetmann will deploy harvesting bots that players must escort to and from the terrazine wells.

It’s a seemingly simple task, and it can be easy to be lulled into a false sense of security by easy early waves, but Mist Opportunities can be surprisingly challenging. The bots will spread out over a good chunk of the map, making it difficult to protect them all. You may need to split up from your ally, and maybe even split your own forces as well to cover them all.

The new Mist Opportunities map in StarCraft 2's co-op

The bonus objectives also tend to spawn during bot waves, forcing you to divide your attention even further. It can get very hectic, and your ability to multitask will be put to the test.

It’s important to remember that enemy attacks can come at pretty much any point during the bots’ journey — you’re not in the clear once they’ve collected the terrazine — and that these attacks can come from anywhere. It’s entirely possible for attacks to spawn in the middle of the map, behind your forces if they’re out in the field. Keep a close eye on the mini-map.

The best commanders for Mist Opportunities are those with mobile armies and/strong map presence. Vorazun, Raynor, and Zagara will all excel here. Kerrigan and Abathur may also do well if they can make good use of nydus worms or Deep Tunnel. Karax, Swann, and Alarak will find it more of an uphill battle.

On the whole, I like Mist Opportunities a lot more than I expected to. While it doesn’t seem that different on paper, it definitely requires a different kind of strategy from the other co-op maps, and it’s pleasantly challenging.

I find the jungle aesthetic a little dull, but Stetmann is plenty amusing.The voice actor sells his terrazine-induced madness very well, and many of his lines are laugh out loud funny. I just wish he wasn’t quite so… strident when his bots come under attack.

* * *

Alarak is available for purchase at $4.99USD. Mist Opportunities is free to all co-op players.

Legion Is off to a Strong Start, but I’m Still Worried

We’re now well into the second week of World of Warcraft: Legion, and while the “new expansion smell” is still in full effect, people are beginning to settle in. I’m very much the sort of person who likes to stop and smell the roses, so I’m not as progressed as some people, but I think I’m starting to get a feel for what sort of an expansion Legion is.

The Broken Shore scenario in World of Warcraft: Legion

So far, Legion is looking good. I’ve certainly been enjoying myself so far, and while there have been complaints here and there, the feedback from the community seems mostly positive so far. If nothing else I think we can say with certainty this will be a better expansion than the universally reviled Warlords of Draenor — not really a high bar to clear.

Yet the bitterness from WoD does not die easily, and I can’t banish my worries about World of Warcraft’s future entirely. What if Legion isn’t so much a change of direction for the positive as it is a stroke of luck by a development team that’s still chasing its own tail?

Off to a good start:

Firstly, it does need to be said that so far Legion has been a pretty good ride. There have been some stumbles — Blizzard’s attempts at making professions more interesting, for instance, have succeeded only in making them even more tedious and unrewarding than before — but the good is definitely outweighing the bad right now.

The new artifact system, which gives every specialization a mighty weapon with its own unique powers and storyline, may well be the best thing to happen to the game in years.

Artifact quests themselves are awesome. Their story-telling is as good as anything WoW has done, and they offer a healthy level of challenge — not brutal, but enough to force you to fully explore the toolkit of your class. Each one takes a little under an hour, which is long enough to feel substantive but not taxing. They’re a great way to encourage playing alts, and they’re just fun.

Artifacts themselves are also pretty enjoyable. Unlocking traits makes leveling feel more satisfying, but since you can eventually unlock every trait, there’s no worry of painting yourself into a corner with a bad build.

Claiming the Ashbringer artifact in World of Warcraft: Legion

They can make playing alternate specs a bit more challenging, and unlocking traits is perhaps a little more of a grind than it needs to be, but there are catch-up mechanics in place to keep either of those issues from becoming too severe, and likely more will be added as the expansion progresses.

Similarly, the new class stories have proved very exciting so far. Each has a unique flavor appropriate to the class and is of an incredibly high quality for something only one twelfth of players will ever see. They are a little overly time-gated, and the physical order halls don’t seem to serve much purpose, but again, the good outweighs the bad.

The more traditional content seems pretty good so far, too. The dungeons and leveling zones aren’t the best WoW has done by any stretch of the imagination, but they’re still pretty good, and certainly better than anything Warlords of Draenor offered.

Taken all in all, Legion is shaping up pretty well right now.

So why is there still this nagging worry in the back of my mind?

Fears for the future:

The trouble is that Warlords of Draenor didn’t happen by accident. It was the result of some deep-seated cultural and philosophical issues within Blizzard.

Right now, I’m not seeing a lot of evidence that those issues have been addressed. I personally would have been very comforted if Blizzard had come right and said that they messed up with WoD, that they were going to do better, but we haven’t seen much of that, and there’s already some evidence of them repeating their mistakes.

A demon hunter character in World of Warcraft: Legion

Let’s look at the issue of flying mounts, one of the biggest debacles of WoD. Blizzard disabled their use in current content and said they would be re-enabled at a later date, but refused to give a straight answer on how or when for months. Eventually they declared that flying mounts — the number one prestige reward in World of Warcraft and a staple of its cash shop — would be permanently disabled in all new content going forward.

This caused a massive fan backlash and no end of poor publicity for Blizzard. Eventually, they caved to pressure and decided to bring flight back… but only after a pretty intense grind.

You’d think they might have learned something from how much resentment that mess engendered, but they clearly haven’t, because they’re doing it all over again. Flying mounts are currently disabled in Legion content, and Blizzard refuses to give a clear answer on when that will change.

Part one of the achievement required to unlock flight is already in the game, so that at least lowers the chance of them reneging on their promise this time, but I still wouldn’t rule it out. And then there’s the issue that the current achievement is at least as big a grind as WoD’s, and it’s only part one. All this just to be able to use mounts we’ve already spent dozens of hours or in some cases real world cash to earn.

If you ever doubt that Blizzard’s decision restrict flying is anything but an attempt to artificially pad the length of content by shoe-horning in another lengthy grind, look no further than the Flight Master’s Whistle. This an easily obtainable item that instantly teleports you to the nearest flight point, with only a five-minute cooldown.

It’s about the most immersion-breaking, content-skipping thing possible — everything they claim to dislike about flying mounts, except worse, because on a mount you’re still traversing the world and can stop if you find something interesting.

A netherdrake flying mount in World of Warcraft

But it still doesn’t offer quite the same convenience of unlimited player flight, nor does it let us use all those fancy mounts we’ve worked so hard to obtain, so it keeps the Pathfinder achievement a valuable carrot to chase.

One could also point to the oft-lamented “raid or die” mentality that has tended to define so much of WoW’s history, and especially Warlords of Draenor. For Legion, Blizzard has set out to make five-man dungeons a more viable alternative. That sounds great until you realize how they’re doing it.

Many of the new dungeons in Legion are limited to mythic difficulty only, meaning they can’t be accessed via the dungeon finder, and the meaningful rewards for all dungeons are from increasingly difficult mythic + modes. So if you want to actually progress via five-man content, you’ll need an established group of skilled players.

The upcoming five-man revamp of Karazhan in patch 7.1 will feature a whopping nine bosses and is intended to take potentially a few days to complete a single run.

The appeal of five man content for many people was that it didn’t take days, that it didn’t require you to plan your schedule around it, that it didn’t require an established group of players, yet now it will require all of those things. Blizzard isn’t so much making dungeons an alternative to raids as it is making dungeons into raids, with all the unpleasant baggage associated.

So really, it’s still raid or die. The only difference is that now you can raid with a smaller group. That might help some people, but it’s not doing much to address the core problem. More casual players are still being tossed to the curb, and those who already enjoyed five-man content are in some ways losing access to it.

The Azsuna zone in World of Warcraft: Legion

Another major mistake of recent expansions has been temporary content. Entire epic quest chains — in some cases crucial to understanding the story — have been deleted entirely from Mists of Pandaria and Warlords of Draenor, and WoD’s massive garrison system was completely abandoned.

Now they’re planning to do it again with artifacts, which have already been confirmed to be going away after Legion. One can only imagine how much work it will be to re-balance every class without their artifacts, or how much it will suck to be the player replacing the Ashbringer or the Doomammer with a random Pointed Stick of the Bear come 8.0.

This is one of those times I think Blizzard’s massive success has almost become a detriment. Most developers can’t afford to burn money on temporary content like this. It’s the game development equivalent of washing your car with Dom Pérignon.

There’s more examples I could give, but I think the point has been made.

Warlords of Draenor was the result of extreme favoritism by Blizzard toward a very narrow band of players, a belief that players will like whatever Blizzard says they like, and a willingness to take their fans for granted. All of that still seems to be true in Legion.

I don’t think Legion will be another WoD, but I do think another WoD is inevitable unless Blizzard gains some humility and takes a good, hard look at themselves and their attitudes towards the game.

In the meantime, I think the best advice is to enjoy the good parts of Legion while it lasts. It’s a long way from perfect, but it’s still a breath of fresh air compared to WoD… and perhaps whatever will follow, too.

A Dark Souls MMO: Glowing Incandescently

Dark Souls MMO coop via DS3 image

No, I’m not announcing a Dark Souls MMO, but the popular series has all the makings to deliver one. It’s hard for me not to dream about it when both the series and genre are so dear to me. Sure, the group sizes aren’t very large, but the game already feels interactive on a broad scale. Players can view messages left from hundreds of thousands of players. Covenants represent play types from cooperative to self challenging to murderous. All walks of life can be found in the multiplayer arena that is Dark Souls. In fact, I’d almost argue that Demon’s Souls, the precursor to Dark Souls, qualified. The World Tendency provided a persistent nature that almost hit the mark. It wasn’t quite there though. So how do we get from Dark Souls to Dark Souls MMO?

OK, OK, I’ll take a step back. Not everyone is familiar with the unforgiving action RPG that is Dark Souls. For those warded off by high degrees of difficulty, gamers cling to this series for good reason. It’s not just the difficulty that makes Dark Souls the series that it is but a combination of several elements.

The combat is probably the biggest fun factor. As opposed to the frantic button mashing or combination attacks of other action titles, Dark Souls slows down the pace considerably. Positioning and patience play a huge role in the combat. Striking at the right moment, timing dodges, and managing stamina will carry the day over one’s foes. It’s a surprisingly unique system that may find difficulties in an MMO setting because of how detrimental lag is for it. The best way to limit lag is following the heavily instanced route a la Warframe or Dungeons and Dragons Online. Instances of up to 16 players should be easy to pull off, but past that we’re risking slowdown (both of the client and server variety). Additionally, Dark Souls can feel pretty chaotic with just 6 players so I can’t see too much more adding anything beneficial.

Part of what separates heavily instanced MMOs like Destiny, Dungeons and Dragons Online, and Warframe is the use of hubs. This gives players an opportunity to feel connected with the whole word. Hubless games like Diablo fail in this aspect so the game feels less like a virtual world. Personally, I loved the Firelink Shrine from Dark Souls II. The radiant sunshine provided a safe, if brief, respite from the rest of the broken world. Seeing it with dozens of players to interact and trade with might be a bit much. This could prove detrimental to the atmosphere of which Souls fans are accustomed. In my opinion, the best route to offset a friendly hub is with opposing covenants.

dark souls majula firelink shrine

Covenants would need to play a large role in any Dark Souls style MMO. Souls games are known for having several unique covenants (basically factions) with different emphases such as cooperative, offensive PvP, defensive PvP, and solo PvE styles. What separates the current batch of Souls games from a true fantasy MMO is how these covenants would play into the bigger picture. Right now, with the way covenants work, people only care about how their current covenant affects them. There’s no real collaboration with members of the same covenant and no real animosity towards what are essentially opposing covenants. There’s not even allegiance to a single covenant because acquiring all spells, weapons, and items usually necessitates switching. That would need to change in an MMORPG version. Covenants need to affect the game world itself in some significant manner.

World Tendency from Demon’s Souls is a good place to start. World Tendency slowly moves towards White World Tendency or Black World Tendency. This changes the accessible areas, difficulty of enemies, and appearance of both friendly and hostile NPCs. Essentially, good things move tendency towards white and evil things move it towards black. It’s actually a really cool system, but because Souls games are primarily solo experiences it could make accomplishing certain achievement based tasks rather frustrating. As such, many played in offline mode so other players couldn’t affect their World Tendency. Going back to covenants, an MMO designed around shifting world states based on covenant member actions would make for an extremely interactive and unique experience. Even simple things like the sun grower brighter or dimming based on cooperative Sunbros would dramatically enhance immersion.

The covenants and basic interactions themselves would need to change to accommodate a true MMO experience. Instead of summoning players with white soapstones, missions would generally begin with a full party. Invading mechanics would change to allow for group invasions. Location based summons could still help (expanding max party size) or hinder (expanding max invaders) to make key levels more interactive. Changes to the typical system would mainly be centered around grouping more easily with friends (an important part of MMORPGs), affecting the world for everybody, and balancing levels for group play instead of solo play.

World states, updated covenants, and hubs would help elevate Souls to MMO status, but it ignores a subtle interaction that already exists – lore. Lore plays a role in the game’s meta-interaction. Much of the history in Dark Souls is hidden or subtle. It’s so much so that players band together to share details and thoughts. Key details about plot and lore are found in the background or in item descriptions. Typically, these items are found in static locations. In a Dark Souls MMO, I’d like to see them appear more dynamically. Maybe it could even tie into covenants, with a boss’s loot table changing depending on the player.

dark souls item lore

Lore must continue playing a large role in any Dark Souls styled MMO. What’s really cool about an MMO version is that frequent updates could gradually reveal more to the player base. Instead of putting out everything at once, the developers could get even more intricate with stories. Adding lore oriented content as players discover all of what’s currently available gives players yet another reason to interact.

Dark Souls is a game series that is near and dear to my heart. MMORPGs are a genre where I love to see new things. Combining the two would make for an almost instant buy, even if the game wasn’t technically a FromSoft Souls game. I think it could really work, and I honestly believe the above recommendations serve as an outline for success. In my opinion, all of it is required to maintain the series’ theme and still deliver an MMO experience. Now, I can only wait and see if my dreams come true.